def __init__(self, xy, wh, health, attackArea=2000): LivingEntity.__init__(self, xy, wh, (0,255,0), health) self.attackArea = Sprite((0,0), (attackArea, attackArea)) #print(self.attackArea) self.updateAttackArea() globs.currentgame.monsters.add(self) self.maxhealth = 100 self.health = self.maxhealth self.lasthealth = None self.owner = None self.hitted = [] self.attacking = None # Initialize healthbar self.healthbar = Entity((0,0), (self.image.get_width(), 5), add=False)
def __init__(self, xy, add, appearance=None, equipment=None): print(weapons) health = 50 LivingEntity.__init__(self, xy, (40,90), health, add=add) if not equipment: equipment = { 'Head': None, 'Chest': None, 'Legs': None, 'Feet': None, 'Mainhand': None, 'Offhand': None } self.set_equipment(equipment) if not appearance: # Default appearance appearance = { 'hairstyle': "hair1", 'haircolor': (160,100,80), 'eyecolor': (0,0,0) } self.set_appearance(**appearance) self.facing = "left" self.draw_body()